Exemple #1
0
	def __init__(self, gm):
		self.mode = "move" # talk, fight
		
		MapManagerBase.__init__(self, gm)
		#self.map.water = True
		# player
		self.gameState = self.gm.gameState
		self.playerState = self.gm.playerState
		name = self.playerState.name
		sex = self.playerState.sex
		
		if sex == "male":
			modelPath = "models/characters/neoMale"
		else:
			modelPath = "models/characters/neoFemale"
			
		self.player = MapNPC(self, name, modelPath, "models/characters/female1.jpg", "player")
		self.player.addEquipment("models/characters/female_hair", "models/characters/female_hair.jpg")
		self.player.addEquipment("models/equipment/bag", "models/equipment/bag1.jpg")
		startX, startY = self.map.collisionGrid.getRandomTile()
		self.player.setTilePos(startX, startY)
		self.player.reparentTo(render)
		self.player.toggleLabel()
		
		
		
		# NPCs
		self.NPC = {}
		self.NPCAI = {}
		
		for name, sex in [("ula2", "female"), ("Kimmo", "male"), ("Drunkard", "male"), ("Camilla", "female")]:
			x, y = self.map.collisionGrid.getRandomTile()
			# yes, we will have to think about something smarter in the long run, i know...
			if sex == "female":
				self.addNPC(name, "models/characters/neoFemale", "models/characters/female1.jpg", x,y)
			else:
				self.addNPC(name, "models/characters/neoMale", "models/characters/neoMale.jpg", x,y)
		
		self.NPC["Camilla"].addEquipment("models/characters/female_hair", "models/characters/female_hair2.jpg")
		self.NPC["Camilla"].addEquipment("models/equipment/stick", "models/equipment/stick.jpg")
		
		self.NPC["ula2"].addEquipment("models/characters/female_hair", "models/characters/female_hair3.jpg")
		
		self.NPC["ula2"].addEquipment("models/equipment/bag", "models/equipment/bag1.jpg")
		self.NPC["Kimmo"].addEquipment("models/equipment/bag", "models/equipment/bag1.jpg")
		self.NPC["Drunkard"].addEquipment("models/equipment/stick", "models/equipment/stick.jpg")
		
		# monsters
		self.mobs = {}
		
		# drops
		self.drops = {}
		self.addDrop("machin", 5, self.player.getPos()+Vec3(4,0,0.25))
		self.addDrop("machin", 5, self.player.getPos()+Vec3(0,2,0.25))
		self.addDrop("machin", 5, self.player.getPos()+Vec3(4,2,0.25))
		
		
		
		
		
		self.dialog = None # current dialog
		
		self.gui = GameGui(self)
		self.gui.hide()
Exemple #2
0
class MapManager(MapManagerBase):
	def __init__(self, gm):
		self.mode = "move" # talk, fight
		
		MapManagerBase.__init__(self, gm)
		#self.map.water = True
		# player
		self.gameState = self.gm.gameState
		self.playerState = self.gm.playerState
		name = self.playerState.name
		sex = self.playerState.sex
		
		if sex == "male":
			modelPath = "models/characters/neoMale"
		else:
			modelPath = "models/characters/neoFemale"
			
		self.player = MapNPC(self, name, modelPath, "models/characters/female1.jpg", "player")
		self.player.addEquipment("models/characters/female_hair", "models/characters/female_hair.jpg")
		self.player.addEquipment("models/equipment/bag", "models/equipment/bag1.jpg")
		startX, startY = self.map.collisionGrid.getRandomTile()
		self.player.setTilePos(startX, startY)
		self.player.reparentTo(render)
		self.player.toggleLabel()
		
		
		
		# NPCs
		self.NPC = {}
		self.NPCAI = {}
		
		for name, sex in [("ula2", "female"), ("Kimmo", "male"), ("Drunkard", "male"), ("Camilla", "female")]:
			x, y = self.map.collisionGrid.getRandomTile()
			# yes, we will have to think about something smarter in the long run, i know...
			if sex == "female":
				self.addNPC(name, "models/characters/neoFemale", "models/characters/female1.jpg", x,y)
			else:
				self.addNPC(name, "models/characters/neoMale", "models/characters/neoMale.jpg", x,y)
		
		self.NPC["Camilla"].addEquipment("models/characters/female_hair", "models/characters/female_hair2.jpg")
		self.NPC["Camilla"].addEquipment("models/equipment/stick", "models/equipment/stick.jpg")
		
		self.NPC["ula2"].addEquipment("models/characters/female_hair", "models/characters/female_hair3.jpg")
		
		self.NPC["ula2"].addEquipment("models/equipment/bag", "models/equipment/bag1.jpg")
		self.NPC["Kimmo"].addEquipment("models/equipment/bag", "models/equipment/bag1.jpg")
		self.NPC["Drunkard"].addEquipment("models/equipment/stick", "models/equipment/stick.jpg")
		
		# monsters
		self.mobs = {}
		
		# drops
		self.drops = {}
		self.addDrop("machin", 5, self.player.getPos()+Vec3(4,0,0.25))
		self.addDrop("machin", 5, self.player.getPos()+Vec3(0,2,0.25))
		self.addDrop("machin", 5, self.player.getPos()+Vec3(4,2,0.25))
		
		
		
		
		
		self.dialog = None # current dialog
		
		self.gui = GameGui(self)
		self.gui.hide()
		#self.map.collisionHide()
		#for obj in self.map.mapObjects.values():
		#	print "map manager init says : %s is at %s" % (obj.name, obj.getPos())
			
	def start(self):
		self.gui.show()
		
		self.task = taskMgr.add(self.update, "MapManagerTask")
		self.startAccept()
		if self.map.bgMusic:
			self.map.bgMusic.play()
			#self.map.bgMusic.setVolume(0.4)
		if self.map.bgSound:
			self.map.bgSound.play()
		for NPCAI in self.NPCAI:
			self.NPCAI[NPCAI].request("Wander")
			
	def stop(self):
		self.gui.hide()
		taskMgr.remove(self.task)
		self.ignoreAll()
		if self.map.bgMusic:
			self.map.bgMusic.stop()
			#self.map.bgMusic.setVolume(0.4)
		if self.map.bgSound:
			self.map.bgSound.stop()
		for NPCAI in self.NPCAI:
			self.NPCAI[NPCAI].request("Pause")
		
	def startAccept(self):
		for key in [
			"mouse1", "mouse3",
			FORWARD, BACKWARD,
			STRAFE_LEFT, STRAFE_RIGHT,
			TURN_LEFT, TURN_RIGHT,
			UP, DOWN,"h", "b", "t", "g"
			]:
			self.keyDic[key] = 0
			self.accept(key, self.setKey, [key, 1])
			keyUp = key + "-up"
			self.accept(keyUp, self.setKey, [key, 0])
		self.setMode(self.mode) # mouse click events

		self.accept(SAVE, self.save, [self.gameState.filename])
		self.accept(OPEN, self.load, [self.gameState.filename])
		
		self.accept(INVENTORY, self.gui.inventory.toggle)
		self.accept("mouse2", self.gm.gameCam.startDrag)
		self.accept("mouse2-up", self.gm.gameCam.stopDrag)
		self.accept("wheel_up", self.gm.gameCam.zoom, [1.0])
		self.accept("wheel_down", self.gm.gameCam.zoom, [-1.0])
		
		self.accept("playerDied", self.onPlayerDie)
		
		
		
	def onPlayerDie(self):
		print "Map Manager : the player has died, let's move to title screen..."
		
	def save(self, filename):
		#f = open(filename, 'w')
		#pickle.dump(self.gm.playerData, f)
		#f.close()
		self.gm.gameState.saveAs(filename)
		print "player data saved as %s" % (filename)
		
	def load(self, filename):
		f = open(filename, 'r')
		playerData = pickle.load(f)
		f.close()
		self.gm.playerData = playerData
		#for key in playerData:
		#	self.gm.playerData[key] = playerData[key]
		print("player data loaded from file %s, data = %s" % (filename, self.gm.playerData))
		self.playerData = self.gm.playerData
		
	def setMode(self, mode="move"):
		if mode == "move":
			#print "Map Manager switched to move mode"
			self.mode = "move"
			self.accept("mouse1", self.onClickObject) # left click
			#self.accept("mouse2", self.onClickObject2) # scroll click
			self.accept("mouse3", self.onClickObject3) # right click
			#self.accept("wheel_up", self.camHandler.moveHeight, [-0.02])
			#self.accept("wheel_down", self.camHandler.moveHeight, [0.02])
				
		elif mode == "talk":
			print "Map manager switched to talk mode"
			self.mode = "talk"
			self.ignore("mouse1")
			self.ignore("mouse2")
			self.ignore("mouse3")
			
		elif mode == "fight":
			print "Map Manager switched to fight mode"
			self.mode = "fight"
			self.accept("mouse1", self.onClickObject) # left click
			#self.accept("mouse2", self.onClickObject2) # scroll click
			#self.accept("mouse3", self.onClickObject3) # right click
		
		modeMsg = "Game mode : " + self.mode
		#self.msgTilePos.setText(modeMsg)
		self.gui.setInfo(modeMsg)
	
	def onClickObject(self):
		# click on MapObject :
		if self.dialog:return
		
		name = self.getHoverNPCName()
		if name is not None and not self.gui.inventory.visible and not self.dialog:
			print "map manager : left click on NPC : %s, opening dialog" % (name)
			if self.getPlayerDistToNPC(name)< 4.0:
				self.openDialog(name)
			else:
				x, y = self.map.getClosestOpenTile(self.NPC[name].getTilePos()[0], self.NPC[name].getTilePos()[1])
				self.playerGoto(x, y)
			return
		
		name = self.getHoverObjectName()
		if name is not None and not self.gui.inventory.visible and not self.dialog:
			print "map manager : left click on map object : %s, position = %s" % (name, self.map.mapObjects[name].getPos())
			return
			
		name = self.getHoverCreatureName()
		if name is not None:
			print "Click on %s" % (name)
			return
			
		if base.mouseWatcherNode.hasMouse() and not self.gui.inventory.visible and not self.dialog:
			mpos = base.mouseWatcherNode.getMouse()
			pos = self.clicker.getMouseTilePos(mpos)
			self.playerGoto(pos[0], pos[1])
			print "Player goto %s/%s" % (pos[0], pos[1])
			return
		# and this should never happen
		print "WARNING : map manager : left click on nothing?!"
		return False
	
	
	def onClickObject3(self):
		# click on MapObject :
		if self.dialog:return
		
		name = self.getHoverNPCName()
		if name is not None and not self.gui.inventory.visible and not self.dialog:
			print "map manager : right click on NPC : %s, label toggle" % (name)
			#self.NPC[name].toggleLabel()
			self.gui.objectMenu.rebuild(["look", "talk", "attack"])
			self.gui.objectMenu.buttons[0].bind(DGG.B1PRESS, self.onTalkTo, [name])
			self.gui.objectMenu.buttons[1].bind(DGG.B1PRESS, self.onTalkTo, [name])
			self.gui.objectMenu.buttons[2].bind(DGG.B1PRESS, self.onTalkTo, [name])
			self.gui.objectMenu.expand()
			if base.mouseWatcherNode.hasMouse():
				mpos = base.mouseWatcherNode.getMouse()
				self.gui.objectMenu.setPos(mpos)
				self.gm.cursor.setMode()
			#self.openDialog(name)
			return
		
		name = self.getHoverObjectName()
		if name is not None and not self.gui.inventory.visible and not self.dialog:
			print "map manager : right click on map object : %s, position = %s" % (name, self.map.mapObjects[name].getPos())
			return
		
		name = self.getHoverCreatureName()
		if name is not None and not self.gui.inventory.visible and not self.dialog:
			print "map manager : right click on map creature / drop : %s, position = %s" % (name, self.drops[name].getPos())
			return
			
		if base.mouseWatcherNode.hasMouse() and not self.dialog:
			#mpos = base.mouseWatcherNode.getMouse()
			#pos = self.clicker.getMouseTilePos(mpos)
			#self.playerGoto(pos[0], pos[1])
			#print "Player goto %s/%s" % (pos[0], pos[1])
			#self.gm.cursor.setMode()
			self.gui.inventory.toggle()
			return
		# and this should never happen
		#print "WARNING : map manager : right click on nothing?!"
		return False
	
	def onTalkTo(self, name, extraArgs=[]):
		self.gui.closeMenu() # in case we asked the talk to from this context menu
		
		if self.getPlayerDistToNPC(name)< 4.0:
			self.openDialog(name)
		else:
			tile = self.map.getClosestOpenTile(self.NPC[name].getTilePos()[0], self.NPC[name].getTilePos()[1])
			if tile:
				x, y = tile
				self.playerGoto(x, y)
				self.player.sequence.append(Func(self.onTalkTo, name))
				self.player.sequence.resume() # ?
				#print "Appended talkTo %s to sequence %s" % (name, self.player.sequence)
			else:
				print "%s can't be reached." % (name)
				
		self.gm.cursor.setMode()
		
		
	def getDropNewName(self, genre):
		i = 1
		tmpName = genre + "_" + str(i)
		while tmpName in self.drops:
			i = i+1
			tmpName = genre + "_" + str(i)
		return tmpName
		
	def addDrop(self, genre, nb, pos):
		name = self.getDropNewName(genre)
		drop = MapDrop(self, name, genre, nb, pos)
		self.drops[name] = drop
			
	def addNPC(self, name, modelName, tex, x, y):
		npc = MapNPC(self, name, modelName, tex)
		npc.setTilePos(x, y)
		self.NPC[name] = npc
		npc.reparentTo(self.map.NPCroot)
		ai = NPCAI(self, name)
		self.NPCAI[name] = ai
		
	def removeNPC(self, name):
		if name in self.NPC:
			self.NPC[name].destroy()
			del self.NPC[name]
		if name in self.NPCAI:
			self.NPCAI[name].stop()
			del self.NPCAI[name]
			
	def removeAllNPC(self):
		for name in self.NPC.keys():
			self.NPC[name].destroy()
			del self.NPC[name]
			if name in self.NPCAI:
				self.NPCAI[name].stop()
				del self.NPCAI[name]

	def playerGoto(self, x, y):
		start = (self.player.getTilePos())
		end = (x, y)
		data = self.map.collisionGrid.data
		path = astar(start, end, data)
		if path is []:
			#print "... but no good path found"
			return False
		newPath = []
		for tile in path:
			newPath.append((tile[0], tile[1], self.map.collisionGrid.getTileHeight(tile[0], tile[1])))
		self.player.setPath(newPath)
		return True
	
	def getPlayerDistToNPC(self, name):
		return Vec3(self.NPC[name].getPos() - self.player.getPos()).length()
		
	def getPlayerDistToMapObject(self, name):
		return Vec3(self.map.mapObjects[name].getPos() - self.player.getPos()).length()
	
	def NPCGoto(self, name, x, y):
		#print "NPCGoto called!"
		if name not in self.NPC:
			#print "%s is not a known NPC" % (name)	
			return False
		start = (self.NPC[name].getTilePos())
		end = (x, y)
		data = self.map.collisionGrid.data
		path = astar(start, end, data)
		if path is []:
			#print "... but no good path found"
			return False
		#else:
		#	print "NPCGoto : path found : %s" % (path)
		newPath = []
		for tile in path:
			newPath.append((tile[0], tile[1], self.map.collisionGrid.getTileHeight(tile[0], tile[1])))
		self.NPC[name].setPath(newPath)
	
	def openDialog(self, name, extraArgs=[]):
		if self.dialog:
			#print "There was dialog garbage left, %s got his/her dialog shut unpolitely." % (self.dialog.name)
			#self.dialog.destroy()
			print "... but a dialog is already open for %s, aborting." % self.dialog.name
			return False
		if name in self.NPC:
			self.NPC[name].stop()
			playerPos = self.player.getTilePos()
			npcPos = self.NPC[name].getTilePos()
			lookDirX, lookDirY = playerPos[0]-npcPos[0], playerPos[1]-npcPos[1]
			self.NPC[name].lookAt(lookDirX, lookDirY)
			
			self.player.stop()
			self.player.lookAt(-lookDirX, -lookDirY)
			
			if name in dialogDic:
				self.gui.openDialog(name)
				self.dialog = dialogDic[name](self, name)
			else:
				self.gui.openDialog(name)
				self.dialog = Dialog(self, name)
		else:
			print "Error, dialog called for unknown NPC : %s" % (name)
			
	def updateCam(self):
		self.gm.gameCam.update()
	
	def update(self, task):
		self.updateCam()
		if self.dialog:
			self.cursor.clear()
			return task.cont
			
		if self.gui.inventory.visible:
			#self.gui.clearObjInfo()
			#self.cursor.clear()
			#self.gm.cursor.setMode()
			return task.cont
		
		dt = globalClock.getDt()
		if base.mouseWatcherNode.hasMouse():
			mpos = base.mouseWatcherNode.getMouse()
			pos = self.clicker.getMouseTilePos(mpos)
		else:
			mpos = None
			pos = None
			#return task.cont
		
		if self.mode == "move" and mpos is not None:
			name = self.getHoverObjectName()
			if name is not None:
				msg = "in game object : " + name + "\npos = " + str(self.map.mapObjects[name].getPos())
				#self.gui.setObjInfo(mpos, msg)
				self.cursor.setMode("hand")
				self.cursor.setInfo(msg)
				return task.cont
			
			name = self.getHoverNPCName()
			if name is not None:
				msg = "talk to : " + name + "\npos = " + str(self.NPC[name].getPos())
				#self.gui.setObjInfo(mpos, msg)
				self.cursor.setInfo(msg)
				if not self.gui.objectMenu.open:
					self.cursor.setMode("talk")
				return task.cont
			
			name = self.getHoverCreatureName()
			if name is not None:
				self.cursor.setMode("hand")
				msg = "drop : " + name
				self.cursor.setInfo(msg)
				#self.gui.setObjInfo(mpos, msg)
				return task.cont
				
			#self.gm.cursor.setMode("default")
			#self.gui.clearObjInfo()
			if self.cursor.item is None:
				self.cursor.clear()
			#if self.cursor.item is not None and self.cursor.mode is "default":
			else:
				self.cursor.setInfo(str(self.cursor.itemNb))
				
			return task.cont
		
		return task.cont